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The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences 虚拟现实艺术的游戏体验:感人的玩家和挑剔的观众
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-15 DOI: 10.1177/15554120241246840
Xinyang Zhao
This article delves into why audiences perceive virtual reality (VR) art as a game-like experience and how it impacts audiences’ reception of culture by examining two VR art pieces and their respective audience responses in focus group discussions. Through qualitative analysis, two factors are identified: the cognitive association of VR with gaming due to audiences’ preconceptions about VR, and the immersive environment of VR creating the “magic circle” that fosters the sense of play. The study argues that the intersection of VR and art generates the affordance allowing audiences to “play” with culture. However, the “not-serious” feature of play in VR may work against the norms and mores of a specific culture in the real world, especially when it relates to religious or ethnic culture. This article sheds light on the implications of the game-like experience in VR for creating VR applications beyond gaming, particularly in art and cultural heritage.
本文通过研究两部虚拟现实(VR)艺术作品及其各自受众在焦点小组讨论中的反应,深入探讨受众为何将虚拟现实(VR)艺术视为游戏般的体验,以及它如何影响受众对文化的接受。通过定性分析,研究发现了两个因素:一是观众对 VR 的先入为主的认知,将 VR 与游戏联系起来;二是 VR 的沉浸式环境创造了 "魔法圈",培养了游戏感。研究认为,VR 与艺术的交汇产生了让观众 "玩 "文化的能力。然而,VR 中 "不严肃 "的游戏特征可能会与现实世界中特定文化的规范和风俗相悖,尤其是当它与宗教或种族文化相关时。这篇文章揭示了 VR 中游戏般的体验对于创造游戏之外的 VR 应用的影响,尤其是在艺术和文化遗产方面。
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引用次数: 0
A Meta-Ethnography of Player Motivation in Digital Games: The 28 Dimensions of Play 数字游戏中玩家动机的元人类学研究:游戏的 28 个维度
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-13 DOI: 10.1177/15554120241242332
Corey T. McKechnie-Martin, Andrew Cunningham, James Baumeister, G. Stewart Von Itzstein
Video games have become a significant component of popular culture, with the reasons why players pursue particular gaming experiences being a heavily explored topic within games research. Player motivations toward games have seen classification in many motivation models, resulting in diverse outcomes covering a variety of scopes within games media. We performed a meta-ethnography to explore the findings of this diverse topic and provide a comprehensive overview of the existing body of knowledge, resulting in our synthesized 28 Dimensions of Play. Through the definition of these Dimensions, we are able to observe the gaps present in explored sources and propose a more complete model of player motivations.
电子游戏已成为大众文化的重要组成部分,而玩家追求特定游戏体验的原因则是游戏研究中的一个重要课题。许多动机模型都对玩家的游戏动机进行了分类,从而产生了涵盖游戏媒体各种范围的不同结果。我们进行了一项元人类学研究,以探索这一不同主题的研究结果,并对现有知识体系进行全面概述,最终形成了我们综合的 28 个游戏维度。通过对这些维度的定义,我们能够观察到已探究来源中存在的差距,并提出一个更完整的玩家动机模型。
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引用次数: 0
Institutionalized Aesthetics: Video Games and the Contemporary Art Gallery 制度化美学:电子游戏与当代艺术画廊
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-11 DOI: 10.1177/15554120241246839
Paul Atkinson, Farzad Parsayi
The art museum or gallery is not a neutral space for housing works. As much as it accepts new types of media, they have to adapt to suit the context of viewing and the conventions of an art-historical discourse. This type of institutionalized aesthetic underpins the evaluation of art objects and even imposes a definition on what art is. Working critically through this discourse, this article examines the limitations of art museums and galleries in presenting, evaluating, or addressing the ludological and temporal aspects of video games. First, it outlines how assumptions pertaining to the visual arts carry over into the selection of games as well as their placement within exhibitions. Second, it examines how this discourse, which is invested in the architecture and structure of the art museum, also privileges a particular regime of spectatorship based on shared viewing, the autonomy of art, and aesthetic contemplation.
艺术博物馆或美术馆并不是一个存放作品的中立空间。它在接受新型媒体的同时,也必须对其进行调整,以适应观赏环境和艺术史话语的惯例。这种制度化的美学支撑着对艺术品的评价,甚至强加了对艺术的定义。本文以批判的眼光审视了艺术博物馆和美术馆在展示、评估或处理电子游戏中的虚构性和时间性方面的局限性。首先,文章概述了与视觉艺术有关的假设如何影响到游戏的选择及其在展览中的位置。其次,它还探讨了艺术博物馆的建筑和结构所体现的这种话语是如何在共同观赏、艺术自主性和审美沉思的基础上为特定的观众制度提供特权的。
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引用次数: 0
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms 守门人的守门:变革性游戏粉丝与 TikTok 算法的探索性研究
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-10 DOI: 10.1177/15554120241244416
Jessica E. Tompkins, Ashley ML Guajardo (née Brown)
Within fandoms, gatekeeping practices such as delineating authentic from fake fans filter out certain identities. While the types of fans excluded vary by fandom, mainstream digital games culture–and the hegemonic, masculine groups within it–frequently leverage gatekeeping tactics like harassment to silence or churn others (i.e., women) from participating. While there has been considerable scholarship documenting gatekeeping in online digital games there has been less examination of this occurring within video game fandom. We conducted an exploratory study to investigate gatekeeping in response to TikTok videos about Call of Duty's masculine operator Ghost. We found more comments qualifying as celebratory fun than gatekeeping. We argue that social media spaces by virtue of their recommendation algorithms are productive sites for reimagining games counter to affirmational readings within relatively niche communities.
在粉丝群中,诸如划分真假粉丝等把关做法会过滤掉某些身份。虽然被排除在外的粉丝类型因粉丝群而异,但主流数字游戏文化--以及其中的霸权、男性群体--经常利用骚扰等把关策略来压制或阻止其他人(如女性)参与。虽然有大量的学术研究记录了在线数字游戏中的把关行为,但对视频游戏爱好者中发生的这种行为的研究却较少。我们进行了一项探索性研究,调查了 TikTok 视频中有关《使命召唤》男性化操作员幽灵的把关情况。我们发现,更多的评论属于庆祝性趣味,而非把关。我们认为,社交媒体空间凭借其推荐算法,可以在相对小众的社区内对游戏进行反肯定性解读,从而对游戏进行重新想象。
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引用次数: 0
Languages of Power, Languages of Protest: Exploring the Rhetorics of Game Maps 权力的语言,抗议的语言:探索游戏地图的修辞学
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-03 DOI: 10.1177/15554120241237303
Ben S. Bunting
In his book The New Nature of Maps: Essays in the History of Cartography, J.B. Harley writes that “Maps are preeminently a language of power, not of protest.” Harley was writing about maps of the physical world, but most game maps also speak in “languages of power,” and for similar reasons; however, this is not always the case. In this paper, I discuss how and why Harley's rubric also applies to game maps. Ultimately, I highlight the unique value of the minority of video games that speak in “languages of protest,” thus allowing us to play – sometimes figuratively, and sometimes literally – with our traditional understanding of maps.
J.B. Harley 在其著作《地图的新本质》(The New Nature of Maps:一书中,J.B. Harley 写道:"地图首先是一种权力语言,而不是抗议语言。哈雷写的是物理世界的地图,但大多数游戏地图也使用 "权力语言",原因也类似;不过,情况并非总是如此。在本文中,我将讨论哈雷的标准如何以及为什么也适用于游戏地图。最后,我强调了少数使用 "抗议语言 "的视频游戏的独特价值,它们允许我们玩弄我们对地图的传统理解--有时是象征性的,有时是字面意义上的。
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引用次数: 0
Adaptation, Violence, and Storytelling in The Last of Us 最后的我们》中的改编、暴力和故事性
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-01 DOI: 10.1177/15554120241238771
Steve Spence
A focus on the work of adaptation illuminates narrative innovations in Naughty Dog's PlayStation 3 game The Last of Us, its sequel, The Last of Us Part II, and the original game's transcoding as a nine-episode season of “quality television” by the American cable network Home Box Office (HBO). HBO's showrunners employed the distinct affordances of television to adapt core game themes regarding both ludic and real-life violence. Close comparisons with the game shed light on the wellsprings of the show's success, and they also highlight distinctive qualities of videogames as a storytelling medium. Naughty Dog's sequel also adapted the first game, using its complex, recursive narration to amend and complicate key moments from the original story. This narrative strategy reveals the influence of quality television, and it also enables the sequel to extend the first game's critique of violence's pleasures and their enabling justifications.
顽皮狗的 PlayStation 3 游戏《最后的我们》及其续集《最后的我们第二部》,以及美国有线电视网 Home Box Office(HBO)将原游戏转码为九集 "优质电视 "季的过程中,对改编工作的关注揭示了叙事上的创新。HBO 的节目编导们利用电视的独特优势,改编了游戏中关于荒诞和现实暴力的核心主题。通过与游戏的近距离比较,我们发现了该剧成功的根源,同时也凸显了电子游戏作为叙事媒介的独特品质。顽皮狗的续集也对第一部游戏进行了改编,利用其复杂、递归的叙事方式对原故事的关键时刻进行了修正和复杂化。这种叙事策略揭示了优质电视的影响,也使续集得以延伸第一部游戏对暴力乐趣及其有利理由的批判。
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引用次数: 0
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19 玩转大流行:在 COVID-19 期间使用游戏作为缓冲
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-01 DOI: 10.1177/15554120241236531
Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh
Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.
在 COVID-19 大流行所造成的混乱中,人们大量使用电子游戏,大概是为了帮助应对消极情绪和社会孤立。本研究试图在特定样本中了解这种游戏对幸福感的影响。研究借鉴了使用与满足理论和自我决定理论,采用纵向视角,纳入了一款游戏在大流行之前和期间的数据。数据既包括重复的横截面调查,也包括非侵入性的游戏内测量。在一款社交性不强的大型团队载具战斗游戏(《坦克世界》)的玩家中,游戏时间略有增加,而幸福感则基本保持稳定。游戏时间的增加与能力的提高有关,而能力的提高又会带来更高的幸福感。本文讨论了研究结果的理论意义和可推广性。
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引用次数: 0
FORGE: A Framework for Organizing Rewards in Gamified Environments FORGE:游戏化环境中组织奖励的框架
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-01 DOI: 10.1177/15554120241241555
Rogerio de Leon Pereira, Olivier Tremblay-Savard
Rewards are prevalent game design elements in gamified environments. Rewards are helpful tools to keep players engaged and encouraged to perform tasks. However, implementing a reward system from scratch in every gamified environment, such as citizen science games or educational applications, can be time-consuming. This article presents FORGE, a Framework for Organizing Rewards in Gamified Environments. FORGE is a free and open-source framework built to be easy to install, easy to integrate, flexible and customizable. It was designed to be used in a variety of different environments and scenarios, such as games, training software and interactive websites. The FORGE framework comes with two sample applications, a simple game concept and an educational web application, to demonstrate its capabilities and serve as an entry point for new adopters.
奖励是游戏化环境中普遍存在的游戏设计元素。奖励是让玩家参与并鼓励他们完成任务的有用工具。然而,在公民科学游戏或教育应用程序等每一种游戏化环境中从头开始实施奖励系统可能会耗费大量时间。本文介绍的 FORGE 是一个在游戏化环境中组织奖励的框架。FORGE 是一个免费开源框架,易于安装、集成、灵活且可定制。它设计用于各种不同的环境和场景,如游戏、培训软件和互动网站。FORGE 框架附带了两个示例应用程序,一个是简单的游戏概念,另一个是教育性网络应用程序,以展示其功能并作为新用户的切入点。
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引用次数: 0
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation 欲望与妄想:视频游戏(错误)中的巴西法维拉恋物癖
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-01 DOI: 10.1177/15554120241239365
Ricardo Martins
Video games have emerged as one of the most ubiquitous forms of media globally, exerting a considerable influence on our perceptions of other cultures. However, contemporary video games have perpetuated negative stereotypes about Brazilian favelas and their residents, prioritizing aesthetics and themes that fetishize poverty, precarity, and violence. This essay critically examines the (mis)representations of Brazilian favelas in video games, exploring their far-reaching implications for global perceptions of favelas and their residents, and their role in perpetuating negative stereotypes.
电子游戏已成为全球最普遍的媒体形式之一,对我们对其他文化的看法产生了相当大的影响。然而,当代电子游戏却延续了对巴西贫民窟及其居民的负面刻板印象,将贫困、不稳定和暴力作为美学和主题的重点。这篇文章批判性地研究了电子游戏中对巴西贫民窟的(错误)表现,探讨了电子游戏对全球对贫民窟及其居民的看法的深远影响,以及电子游戏在延续负面刻板印象方面所起的作用。
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引用次数: 0
Disco Pinball: Declining Games and Depression in Disco Elysium 迪斯科弹球迪斯科极乐世界中日渐式微的游戏和抑郁症
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-03-20 DOI: 10.1177/15554120241240018
Ryan Banfi
This essay examines the influence of the pinball industry's late twentieth-century decline on Disco Elysium's (ZA/UM, 2019) narrative. Reference points to pinball must be sought out in Disco Elysium as they are hidden, but once found they implore the player to consider the downfall of games. Gleaning from academic work on ZA/UM's text, archival research, pinball history, and by using formal narrative analysis this paper explains how the downturn of the pinball industry conveys Disco Elysium's political strife—namely capitalism's detrimental influence on the fictional district of Martinaise.
本文探讨了弹球产业在二十世纪末的衰落对《迪斯科极乐世界》(ZA/UM,2019)叙事的影响。在《迪斯科极乐世界》中,必须寻找弹球的参照点,因为它们是隐藏的,但一旦找到,它们就会恳求玩家思考游戏的衰落。本文从ZA/UM的文本、档案研究、弹球史等学术研究中汲取素材,并通过形式叙事分析,解释了弹球业的衰退如何传达了《迪斯科极乐世界》的政治纷争--即资本主义对虚构的马蒂纳斯区的有害影响。
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引用次数: 0
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Games and Culture
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